This is a tabletop RPG about heroines who wear bikini armour. ("Tabletop" means you use pencils and paper and dice to play, not a computer.) It's part JRPG parody, part anime-ish fanservice, and part actual playable role-playing game. Oh, and the setting features generally-friendly monster girls as well as more traditional hostile monsters, for those of you who like that sort of thing.
It features a few different forms of TF, three of which (breast expansion, a mental transformation that makes it harder to think, and becoming so adept that it's hard to believe you're really human) are built right into the core game mechanics and come up frequently during play. Transformations can be both voluntary and involuntary, and most permanent transformations have both pros and cons to make them worthwhile.
Despite what the tag says, there is a demo available: For now, you can find the incomplete game here.
As a tabletop game, the details of the plot are left blank for the GM to sketch out. There's a Demon King who's using an army of demons to wage war against humanity, a party of player character heroines trying to defeat him, and a variety of dungeons and towns that they'll doubtlessly visit along the way; Beyond that, the story could go anywhere you can imagine.
More information about the setting can be found in the "Setting Assumptions" chapter, or scattered throughout the rules.
As in most tabletop role-playing games, players are free to design their own characters. That said, player characters in this game are universally attractive girls wearing bikini armour, so there's that.
Players can mix and match "Tricks" drawn from several different fields of character expertiese in order to create their own custom classes, and can play both as humans and as cute monster girls.
I just finished reading the rules so far, and I must say it's a promising start, but I wouldn't call in currently playable. I can say it's something I'd have fun playing once it's in a more complete state.
I really like the part of all the stats having both good and bad aspects based on the scale of the outcome a bell curve (2d6). Keeping them low makes it easier to perform cheks, but raising them is needed for some Tricks, gives more points to buy Tricks, and has other advantages.
I do have a few suggestions that I hope will help round out the game:
With regard to Stats, currently there is no reason to pick a stat lower than 2, as you can't roll lower than a 2 on 2d6, this means that any stat from 0-2 will always default to the base difficulty rather than come into play, so you may as well get the Experience Points for them and always pick 2 or higher. I'd like to see some cheap Tricks with requirements for stats in those ranges for each of the stats as a so as to not punish a player for picking a low Stat (and sticking with it) for Roleplaying purposes.
I know the Trick Section is not complete, but some some seduction Tricks related to distraction seem like a good fit, looking over the tricks, low distraction builds have a lot more going for them than high distraction.
Low Bust: combat, High Bust: beauty/seduction (with other advantages)
Low Otherworldliness: Socially skilled character, High Otherworldliness: Powerful Magic
Low Distraction: Mentally Capable, Spellcasters, High Distraction: Hard to do stuff, but no clear advantages, one Trick I could find uses it: "Not It"
Lasty I'd reccomend tweeking the Bust scaling back a bit, while the top end values are fine, I'd like to see a bit more of the lower range of what you could possibly see on a real person. Obviously just a personal preference though.
Overall a great start, I'll be following the progress with interest.
Wow, this is an impressive piece of work. It seems like a lot of thought has gone into its production, personally I've never been one of tabletop gaming but I would be seriously interested in giving this a go once it's complete.
I like it haven't read it or played it but just the fact that its pen and paper gets a like from me
An entertaining read. It reminds me a lot of, "Macho Women with Guns" as well. The mechanics are pretty straight-foward too, so it wouldn't be too hard to put these rules into an actual Twine/RAGS/etc as well if somebody had the ambition to do so (and of course had permission from the author).